greyscale1
First Post
Damn you bardolf!
...Thats a better solution than mine.
However, the main reason I worked out this system was to help make epic level combats feel more explosive, dangerous, and epic.
Perhaps do what you said, but keep the multipler for tier?
Its just that I have always felt that high level fights with high level foes in a non-structually reinforced and clean'n'simple area (say, a wooden inn) shouldn't just leave the place as they left it unless the players particularly try to be careful. Super high level fights should TEAR APART the battlefield! I guess its just me who feels that way.
...Thats a better solution than mine.
However, the main reason I worked out this system was to help make epic level combats feel more explosive, dangerous, and epic.
Perhaps do what you said, but keep the multipler for tier?
Its just that I have always felt that high level fights with high level foes in a non-structually reinforced and clean'n'simple area (say, a wooden inn) shouldn't just leave the place as they left it unless the players particularly try to be careful. Super high level fights should TEAR APART the battlefield! I guess its just me who feels that way.